﻿using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;

namespace RxjhServer
{
	public partial class UserIdList : Form
	{
		private string _username;

		public string username
		{
			get
			{
				return this._username;
			}
			set
			{
				this._username = value;
			}
		}

		public UserIdList()
		{
			this.InitializeComponent();
		}

		private void UserIdList_Load(object sender, EventArgs e)
		{
			try
			{
				foreach (Players current in World.allConnectedChars.Values)
				{
					if (current.UserName == this.username)
					{
						this.additmes("UserId", current.Userid);
						this.additmes("UserName", current.UserName);
						this.additmes("Vip属性----------", "-------------");
						this.additmes("Vip等级", current.Player_vip_leve);
						this.additmes("会员攻击", current.FLD_VIP_攻击);
						this.additmes("会员防御", current.FLD_VIP_防御);
						this.additmes("防御----------", "-------------");
						this.additmes("FLD_人物基本_防御", current.FLD_人物基本_防御);
						this.additmes("FLD_防御", current.FLD_防御);
						this.additmes("FLD_装备_追加_防御", current.FLD_装备_追加_防御);
						this.additmes("FLD_人物_追加_防御", current.FLD_人物_追加_防御);
						this.additmes("FLD_人物_气功_防御", current.FLD_人物_气功_防御);
						this.additmes("FLD_追加百分比_防御", current.FLD_追加百分比_防御);
						this.additmes("FLD_人物_武功防御力增加百分比", current.FLD_人物_武功防御力增加百分比);
						this.additmes("FLD_装备_武功防御力增加百分比", current.FLD_装备_武功防御力增加百分比);
						this.additmes("FLD_人物_气功_武功防御力增加百分比", current.FLD_人物_气功_武功防御力增加百分比);
						this.additmes("攻击----------", "-------------");
						this.additmes("FLD_人物基本_攻击", current.FLD_人物基本_攻击);
						this.additmes("FLD_攻击", current.FLD_攻击);
						this.additmes("FLD_装备_追加_攻击", current.FLD_装备_追加_攻击);
						this.additmes("FLD_人物_追加_攻击", current.FLD_人物_追加_攻击);
						this.additmes("FLD_人物_气功_攻击", current.FLD_人物_气功_攻击);
						this.additmes("FLD_追加百分比_攻击", current.FLD_追加百分比_攻击);
						this.additmes("FLD_人物_武功攻击力增加百分比", current.FLD_人物_武功攻击力增加百分比);
						this.additmes("FLD_装备_武功攻击力增加百分比", current.FLD_装备_武功攻击力增加百分比);
						this.additmes("FLD_人物_气功_武功攻击力增加百分比", current.FLD_人物_气功_武功攻击力增加百分比);
						this.additmes("其他----------", "-------------");
						this.additmes("FLD_人物_气功_命中", current.FLD_人物_气功_命中);
						this.additmes("FLD_人物_气功_回避", current.FLD_人物_气功_回避);
						this.additmes("FLD_人物_追加_命中", current.FLD_人物_追加_命中);
						this.additmes("FLD_人物_追加_回避", current.FLD_人物_追加_回避);
						this.additmes("FLD_人物基本_命中", current.FLD_人物基本_命中);
						this.additmes("FLD_人物基本_回避", current.FLD_人物基本_回避);
						this.additmes("FLD_体", current.FLD_体);
						this.additmes("FLD_力", current.FLD_力);
						this.additmes("FLD_命中", current.FLD_命中);
						this.additmes("FLD_回避", current.FLD_回避);
						this.additmes("FLD_心", current.FLD_心);
						this.additmes("FLD_身", current.FLD_身);
						this.additmes("FLD_装备_追加_HP", current.FLD_装备_追加_HP);
						this.additmes("FLD_装备_追加_MP", current.FLD_装备_追加_MP);
						this.additmes("FLD_装备_追加_命中", current.FLD_装备_追加_命中);
						this.additmes("FLD_装备_追加_回避", current.FLD_装备_追加_回避);
						this.additmes("FLD_装备_追加_武器_强化", current.FLD_装备_追加_武器_强化);
						this.additmes("FLD_装备_追加_气功", current.FLD_装备_追加_气功);
						this.additmes("FLD_装备_追加_防具_强化", current.FLD_装备_追加_防具_强化);
						this.additmes("FLD_追加百分比_HP上限", current.FLD_追加百分比_HP上限);
						this.additmes("FLD_追加百分比_MP上限", current.FLD_追加百分比_MP上限);
						this.additmes("FLD_追加百分比_命中", current.FLD_追加百分比_命中);
						this.additmes("FLD_追加百分比_回避", current.FLD_追加百分比_回避);
						this.additmes("人物_HP", current.人物_HP);
						this.additmes("人物_MP", current.人物_MP);
						this.additmes("人物_SP", current.人物_SP);
						this.additmes("人物_气功_追加_HP", current.人物_气功_追加_HP);
						this.additmes("人物_气功_追加_MP", current.人物_气功_追加_MP);
						this.additmes("人物PK模式", current.人物PK模式);
						this.additmes("人物武勋", current.Player_WuXun);
						this.additmes("人物善恶", current.人物善恶);
						this.additmes("人物等级", current.Player_Level);
						this.additmes("人物经验", current.人物经验);
						this.additmes("人物最大经验", current.人物最大经验);
						this.additmes("人物钱数", current.Player_Money);
						this.additmes("人物职业", current.Player_Job);
						this.additmes("人物职业等级", current.Player_Job_leve);
						this.additmes("内网IP", current.内网ip);
						this.additmes("MAC地址", current.Usermac);
						using (IEnumerator<追加状态类> enumerator2 = current.追加状态列表.Values.GetEnumerator())
						{
							while (enumerator2.MoveNext())
							{
								追加状态类 current2 = enumerator2.Current;
								this.additmes(current2.FLD_PID.ToString(), current2.npcyd.Interval);
							}
							break;
						}
					}
				}
			}
			catch (Exception arg)
			{
				Form1.WriteLine(1, "人物列表出错" + arg);
			}
		}

		public void additmes(string a, object b)
		{
			string[] array = new string[2];
			try
			{
				array[0] = a;
				array[1] = b.ToString();
				this.listView1.Items.Insert(this.listView1.Items.Count, new ListViewItem(array));
			}
			catch
			{
			}
		}
	}
}
